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Six years on, Fall Guys’ chaotic obstacle courses still hold up

Fall Guys review: Mediatonic's bean-shaped battle royale is a game show you play, not watch. Chaos, Crowns, cross-play and the battle pass, scored 7.7.

By mitch·7 min read
A group of bright bean-shaped characters race through a chaotic obstacle course.

Fall Guys is a game show you play instead of watch, and the pitch has not worn thin in the years since Mediatonic first flung its contestants onto the course. Up to 32 players, bean-shaped and mostly helpless, sprint through randomly selected mini-games until one is left standing. You jump, you dive, you grab, you get shoved off a ledge by someone you will never meet. The whole thing is built to produce failure, and it produces it constantly.

Trailer, via Nintendo of America.

A Blunderdome Built on Tag and Takeshi’s Castle

The setup is thin on purpose. Fall Guys takes place in a world where bean-shaped contestants are made for an endless televised game show called the Blunderdome. They spawn without memory and compete for Crowns, the top prize. Eliminated players are respawned or replaced by identical copies, so the competition never actually ends. It is a premise that exists to justify the chaos, and it works because it never asks you to care about it.

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Mediatonic drew the idea from game shows — Takeshi’s Castle, It’s a Knockout, Total Wipeout — and from playground games like tag and British Bulldog. That lineage is visible in every round. The obstacles are the kind of thing a child would invent and an adult would veto. You are not fighting a system. You are fighting physics, timing and thirty-one other people who want the same crown.

Seven Level Types, One Crown

Classic and Knockout modes run the battle royale structure: qualify through each randomly selected mini-game, survive the cut, reach the Final. There are seven level types in rotation — Course, Survival, Points, Team, Logic, Invisibeans and Final. Many levels carry randomly selected variations, so the same course plays differently on a second run.

The Final usually decides the match. Squads modes are the exception: there, the winning player scores the victory for the whole team, which changes how you play the last round. You stop running for yourself and start running for the group, and the grabbing gets uglier.

Explore and Creator Spotlight take a different shape. Up to 20 players work through continuous creative levels until they choose to stop, skipping ahead once they qualify and earning 5 crown shards per completed level. It is a looser, less punishing mode, and it is where the game’s community design shows its hand.

Dive, Slide, Piggyback, Grab

The move set is small and that is the point. Players jump, dive, dive slide, piggyback and grab. Select levels add power-ups that grant unique abilities for a limited time or until the round ends. Nothing here requires a manual. Everything here can be used against you.

The grab is the mechanic that decides friendships. It is a tool for pulling someone off a ledge, slowing a rival at a chokepoint, or dragging a teammate forward. Fall Guys understands that the funniest outcome is rarely the one you earned. It is the one that happened because the physics bent and someone else’s timing failed.

Cross-Play, Free-to-Play, and the Battle Pass

Fall Guys launched in 2020 as Fall Guys: Ultimate Knockout, developed by Mediatonic and published by Devolver Digital on PlayStation 4 and Windows. It sold more than 10 million copies and drew more than 50 million players after going free-to-play. Epic Games acquired the studio, made the game free on 21 June 2022, and pushed it to Nintendo Switch, PlayStation 5, Xbox One and Xbox Series X/S with full cross-platform play across all platforms.

That transition brought a paid battle pass for monetisation. On 16 August 2024, the game arrived on mobile through the Epic Games Store — worldwide on Android, and only in the European Union on iOS. The platform list now covers Xbox Series X|S, PlayStation 4, PlayStation 5, Xbox One, Nintendo Switch, PC, Android and iOS.

The Round Order

Stage What happens Player count
Opening rounds Randomly selected Course, Survival, Points, Team, Logic or Invisibeans levels Up to 32
Mid rounds Eliminations cut the field; variations shuffle the obstacles Shrinking
Final Last remaining player or team takes the Crown Decided here
Explore / Creator Spotlight Continuous creative levels, skippable on qualification Up to 20

The structure is a funnel, and the funnel is the design. Every round removes people. Every removal is someone else’s mistake, which means the game’s best moments belong to whoever happened to be standing.

Where the Chaos Holds Up

Fall Guys has received generally positive reviews from critics for its chaotic gameplay and visual appearance, and that consensus holds up. The visual design is the strongest argument the game makes for itself. Jellybean figures in bright, absurd costumes tumbling through obstacle courses read clearly at a distance, which matters when thirty-two of them are stacked in a doorway. You can always tell what killed you.

The chaos is real, but it is not random. Rounds are readable. The randomness lives in which mini-game loads and which variation of it appears, not in whether the physics will betray you for no reason. When you lose, you can usually name the mistake. That distinction is what separates Fall Guys from a party game you play once and put down.

The weaker ground is repetition. Seven level types, even with variations, is a finite set, and the Final resolves the same way often enough that the last round can feel like a formality. The battle pass gives the grind a shape, but it does not add new ways to fail.

What the Crown Is Worth

The premise is the smartest thing here. Contestants with no memory, respawned endlessly for a broadcast audience, competing for a prize that only matters because the show says it does — that is a joke Mediatonic tells once and then never belabors. It gives the game permission to be cruel without being mean. You are not losing a match. You are losing an episode.

Cross-platform play is the other decision that matters. Fall Guys is a game about a crowd, and a crowd needs people. Putting it on Xbox Series X|S, PlayStation 4 and 5, Xbox One, Switch, PC, Android and iOS with full cross-play keeps the lobbies full and the eliminations honest. Free-to-play made that possible, and the battle pass is the price of it. That trade is worth naming plainly: the game is cheaper to start and more expensive to stay in.

The mobile release is the piece still settling. Android got it worldwide; iOS got it only in the European Union. That is a regulatory outcome, not a design one, and it leaves a large share of phone players locked out of a game built for exactly the kind of short, stupid sessions a phone is good at.

Should You Take the Dive

Fall Guys is at its best in the first hour and its most interesting in the hundredth. The opening rounds are pure comedy — thirty-two beans, one doorway, no dignity. The later rounds are where the game turns into something you can actually be good at, and where the grabbing stops being funny and starts being tactical.

It is not a game that rewards mastery the way a platformer does. It rewards composure. The players who win are the ones who do not panic when the course tilts, who do not grab when they should jump, who understand that the Final is usually decided by whoever kept their footing while everyone else lost theirs.

That is a narrow skill, and Fall Guys is honest about it. The game does not pretend to be deep. It pretends to be a television show, and it commits to the bit with a consistency most live-service games never manage. The battle pass is a treadmill, the level list is finite, and the mobile rollout is uneven. None of that changes what the game gets right.

It flings a crowd together, removes them one by one, and crowns whoever survives the physics. The failure is the product. Fall Guys knows it, and so does anyone who has watched a rival dive clean off a ledge and take the Crown with them.

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